1.A New Case of Fatal Pulmonary Thromboembolism Associated with Prolonged Sitting at Computer in Korea.
Yonsei Medical Journal 2004;45(2):349-351
A newly reported, variant form of venous thromboembolism (VTE), named as "eThrombosis", occurred in a patient who maintained a prolonged sitting position at a computer. The patient fortunately recovered from the disease through early diagnosis and treatment. Recently however, the author experienced a new case of a 24-year-old Korean man who died due to "eThrombosis" after playing an Internet computer game continuously for about 80 hours. Based on this case, the author would like to warn heavy computer users of the risk of "eThrombosis", as they might also be at risk. Sitting for a long time at the computer results in an immobility that is a new and large risk factor of life-threatening VTE.
Adult
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Computers
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Fatal Outcome
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Human
;
Immobilization/*adverse effects
;
Korea
;
Male
;
*Posture
;
Pulmonary Embolism/*etiology
;
Venous Thrombosis/*etiology
;
Video Games/*adverse effects
2.The Association of Subjective Stress, Urinary Catecholamine Concentrations and PC Game Room Use and Musculoskeletal Disorders of the Upper Limbs in Young Male Koreans.
Jong Won KANG ; Heon KIM ; Soo Hun CHO ; Myung Koo LEE ; Yong Dae KIM ; Hong Mei NAN ; Chul Ho LEE
Journal of Korean Medical Science 2003;18(3):419-424
The use of PCs can cause health problems, including musculoskeletal disorders (MSDs) of the upper limbs. This study was performed to investigate whether using PCs in PC game rooms may induce MSDs of the upper limbs. 284 young male Koreans were included. A self-administered, structured questionnaire was used to gather information about game room use, perceived subjective stress, and the symptoms related to MSDs. Urinary concentrations of epinephrine, norepinephrine, and dopamine were measured in spot urine. The symptom prevalence of MSDs of the upper limbs increased according to the increase of the duration of game room use. The intensity of perceived subjective stress showed a significant dose-response relationship with the frequency of MSDs symptoms in neck and shoulder areas. However, the urinary level of catecholamines was not significantly correlated with the symptom prevalence of MSDs in the upper limbs. These findings suggest that using PCs in game rooms produce physical stress on the upper limbs, strong enough to induce MSDs.
Adolescent
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Adult
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Arm
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Catecholamines/*urine
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Dopamine/urine
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Epinephrine/urine
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Human
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Male
;
Musculoskeletal Diseases/*epidemiology/etiology/urine
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Norepinephrine/urine
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Prevalence
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Risk Factors
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Stress, Psychological/complications/*epidemiology/urine
;
Video Games/*adverse effects
3.Pathological video-gaming among Singaporean youth.
Hyekyung CHOO ; Douglas A GENTILE ; Timothy SIM ; Dongdong LI ; Angeline KHOO ; Albert K LIAU
Annals of the Academy of Medicine, Singapore 2010;39(11):822-829
INTRODUCTIONIncrease in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming.
MATERIALS AND METHODSA total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested.
RESULTSOf all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used.
CONCLUSIONThe prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.
Adolescent ; Behavior, Addictive ; epidemiology ; pathology ; psychology ; Child ; Diagnostic and Statistical Manual of Mental Disorders ; Female ; Health Surveys ; Humans ; Male ; Prevalence ; Psychopathology ; Sex Factors ; Singapore ; epidemiology ; Socioeconomic Factors ; Statistics as Topic ; Surveys and Questionnaires ; Video Games ; adverse effects ; psychology